vispy.visuals.glsl.antialiasing module#

Antialiasing GLSL functions.

vispy.visuals.glsl.antialiasing.ANTIALIAS_OUTLINE = '\nvec4 outline(float distance)\n{\n    vec4 frag_color;\n    float t = $linewidth/2.0 - $antialias;\n    float signed_distance = distance;\n    float border_distance = abs(signed_distance) - t;\n    float alpha = border_distance/$antialias;\n    alpha = exp(-alpha*alpha);\n\n    if( border_distance < 0.0 )\n        frag_color = $stroke;\n    else if( signed_distance < 0.0 )\n        frag_color = mix($fill, $stroke, sqrt(alpha));\n    else\n        frag_color = vec4($stroke.rgb, $stroke.a * alpha);\n    return frag_color;\n}\n'#

Compute antialiased fragment color for a filled shape.

Inputs:

  • distance (float): Signed distance to border (in pixels).

Template variables:

  • linewidth (float): Stroke line width (in pixels).

  • antialias (float): Stroke antialiased area (in pixels).

  • fill (vec4): Fill color.

Outputs:

  • color (vec4): The final color.

vispy.visuals.glsl.antialiasing.ANTIALIAS_STROKE = '\nvec4 stroke(float distance)\n{\n    vec4 frag_color;\n    float t = $linewidth/2.0 - $antialias;\n    float signed_distance = distance;\n    float border_distance = abs(signed_distance) - t;\n    float alpha = border_distance/$antialias;\n    alpha = exp(-alpha*alpha);\n\n    if( border_distance < 0.0 )\n        frag_color = $stroke;\n    else\n        frag_color = vec4($stroke.rgb, $stroke.a * alpha);\n\n    return frag_color;\n}\n'#

Compute antialiased fragment color for an outlined shape.

Inputs:

  • distance (float): Signed distance to border (in pixels).

Template variables:

  • linewidth (float): Stroke line width (in pixels).

  • antialias (float): Stroke antialiased area (in pixels).

  • stroke (vec4): Stroke color.

  • fill (vec4): Fill color.

Outputs:

  • color (vec4): The final color.